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All 7 Gamemodes in Anime Expeditions

Updated on (24 days ago)

Play UI gamemodes are how you pick what to farm in Anime Expeditions. Progressive modes push Story, Challenges, Expeditions, and Raids for account growth. Competitive modes chase Crowns and seasonal leaderboards. Sandbox sits off to the side for testing kits without spending a real clear.

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category

Progressive

4 items

Story, Challenge, Expeditions, and Raid are the account-growth loop. Hard Mode, Infinite, and Mastery stay under Story stages rather than getting their own lobby cards. Expeditions unlocks at Level 20; Raid follows at Level 25.

Story

Main progressive path with no level gate. Clear Acts on Normal and Hard for Gems, EXP, and materials, then push Mastery and Infinite on each map.

Category
Progressive
Unlock
-
Rewards
Gems, Gold, player EXP, evolution materials, Star Mission Trait Rerolls, Mastery materials and exclusive equipment chances
Players
Up to 4 players
Best for
First priority for new accounts. Unlocks maps, resources, and readiness for Challenges, Expeditions, and Raids.
Status
Current
Access
Lobby Play UI, Progressive section.
Objective
Clear themed Story stages. Each stage has 5 Acts, a Mastery Act, and an Infinite Mode. Defend waves on Normal or Hard difficulty.
Special rules
Hard Mode adds a second first-clear reward set after Normal clears. Mastery consolidates the map pool on Hard and can drop materials or exclusive equipment. Infinite Mode is endless waves with uncapped HP scaling. Star Missions on Normal and Hard grant Trait Rerolls (up to 6 per Act across both difficulties).

Challenge

Rotating Hard Story-style stages with no level gate. Best repeatable farm for Trait Crystals, Sprites, locks, rerolls, and Gems on fixed cadences.

Category
Progressive
Unlock
-
Rewards
Trait Crystals, Sprites, Gems, Gold, Unit EXP, Player EXP, Equipment Lock/Reroll, Stat Lock/Reroll (exact bundles vary by Regular/Daily/Weekly slot)
Players
-
Best for
Efficient material farm at any account stage. Regular slots refresh often; Daily and Weekly slots pay larger bundles.
Status
Current
Access
Lobby Play UI, Progressive section.
Objective
Clear special Hard-mode Story stages that add Stage Effects. Regular, Daily, and Weekly challenge slots rotate on a shared global schedule.
Special rules
Regular Challenges offer 3 choices but only 1 clear every 30 minutes. Daily Challenges reset every 24 hours. Weekly Challenges reset every 7 days. Reward tables can change; treat listed items as reward types, not permanent exact counts.

Expeditions

Unlocks at Player Level 20. Roguelike payload defense plus a dedicated Expedition Hub for long-term Gold, gear materials, and building upgrades.

Category
Progressive
Unlock
Player Level 20
Rewards
Expedition Coins, Fuel Cells, map resources (such as Cursed Timber, Lush Dirt, Aqua Shards), Equipment Scrap, Geodes, Gold, Gems, and hub crafting materials
Players
Up to 4 players; shared 14-unit placement cap (1 placement per unit brought)
Best for
Core late-game farm after Story. Funds Expedition buildings, equipment rerolls/forge paths, and sustained account upgrades.
Status
Current
Access
Lobby Play UI, Progressive section, or the Expedition portal once unlocked.
Objective
Escort a payload through chosen Expedition nodes, then spend run resources in the Expedition Hub on buildings such as Gold Mine, Resource Drill, Armory, Research Lab, Training Grounds, Shop, and Quest Board.
Special rules
Payload starts at 1,000 HP and fails the stage if it reaches 0. Three difficulties raise reward quality. Party leader chooses the node route. Hub facilities unlock more functions as they are built and upgraded.

Raid

Endgame progressive mode unlocked at Player Level 25 in guide consensus. Harder multi-act maps for Raid Tokens, totems, and exclusive drops.

Category
Progressive
Unlock
Player Level 25
Rewards
Raid Tokens (general and map-specific), Raid Shop goods, Raid Totems, exclusive equipment, possible exclusive unit drops, Gems, and Gold
Players
Co-op focused; solo clears are possible for easier Raids with a strong evolved team
Best for
Main endgame currency and exclusive-drop route after evolving a Story team. Spend Tokens in the matching Raid Shop.
Status
Current
Access
Lobby Play UI, Progressive section.
Objective
Clear difficult Raid stages with unique maps, food types, and Raid-specific rewards. Each Raid uses a three-stage structure rather than Story Acts.
Special rules
Raid Totems bought in that Raid's shop grant permanent +0.10x damage in that Raid per totem owned, up to 10 totems (x2 damage). Stage-exclusive units can have higher drop chance on harder difficulties. Spirit City is the documented Raid stage roster entry.
NameDescriptionCategoryUnlockRewardsPlayersBest forStatusAccessObjectiveSpecial rules
StoryMain progressive path with no level gate. Clear Acts on Normal and Hard for Gems, EXP, and materials, then push Mastery and Infinite on each map.Progressive-Gems, Gold, player EXP, evolution materials, Star Mission Trait Rerolls, Mastery materials and exclusive equipment chancesUp to 4 playersFirst priority for new accounts. Unlocks maps, resources, and readiness for Challenges, Expeditions, and Raids.CurrentLobby Play UI, Progressive section.Clear themed Story stages. Each stage has 5 Acts, a Mastery Act, and an Infinite Mode. Defend waves on Normal or Hard difficulty.Hard Mode adds a second first-clear reward set after Normal clears. Mastery consolidates the map pool on Hard and can drop materials or exclusive equipment. Infinite Mode is endless waves with uncapped HP scaling. Star Missions on Normal and Hard grant Trait Rerolls (up to 6 per Act across both difficulties).
ChallengeRotating Hard Story-style stages with no level gate. Best repeatable farm for Trait Crystals, Sprites, locks, rerolls, and Gems on fixed cadences.Progressive-Trait Crystals, Sprites, Gems, Gold, Unit EXP, Player EXP, Equipment Lock/Reroll, Stat Lock/Reroll (exact bundles vary by Regular/Daily/Weekly slot)-Efficient material farm at any account stage. Regular slots refresh often; Daily and Weekly slots pay larger bundles.CurrentLobby Play UI, Progressive section.Clear special Hard-mode Story stages that add Stage Effects. Regular, Daily, and Weekly challenge slots rotate on a shared global schedule.Regular Challenges offer 3 choices but only 1 clear every 30 minutes. Daily Challenges reset every 24 hours. Weekly Challenges reset every 7 days. Reward tables can change; treat listed items as reward types, not permanent exact counts.
ExpeditionsUnlocks at Player Level 20. Roguelike payload defense plus a dedicated Expedition Hub for long-term Gold, gear materials, and building upgrades.ProgressivePlayer Level 20Expedition Coins, Fuel Cells, map resources (such as Cursed Timber, Lush Dirt, Aqua Shards), Equipment Scrap, Geodes, Gold, Gems, and hub crafting materialsUp to 4 players; shared 14-unit placement cap (1 placement per unit brought)Core late-game farm after Story. Funds Expedition buildings, equipment rerolls/forge paths, and sustained account upgrades.CurrentLobby Play UI, Progressive section, or the Expedition portal once unlocked.Escort a payload through chosen Expedition nodes, then spend run resources in the Expedition Hub on buildings such as Gold Mine, Resource Drill, Armory, Research Lab, Training Grounds, Shop, and Quest Board.Payload starts at 1,000 HP and fails the stage if it reaches 0. Three difficulties raise reward quality. Party leader chooses the node route. Hub facilities unlock more functions as they are built and upgraded.
RaidEndgame progressive mode unlocked at Player Level 25 in guide consensus. Harder multi-act maps for Raid Tokens, totems, and exclusive drops.ProgressivePlayer Level 25Raid Tokens (general and map-specific), Raid Shop goods, Raid Totems, exclusive equipment, possible exclusive unit drops, Gems, and GoldCo-op focused; solo clears are possible for easier Raids with a strong evolved teamMain endgame currency and exclusive-drop route after evolving a Story team. Spend Tokens in the matching Raid Shop.CurrentLobby Play UI, Progressive section.Clear difficult Raid stages with unique maps, food types, and Raid-specific rewards. Each Raid uses a three-stage structure rather than Story Acts.Raid Totems bought in that Raid's shop grant permanent +0.10x damage in that Raid per totem owned, up to 10 totems (x2 damage). Stage-exclusive units can have higher drop chance on harder difficulties. Spirit City is the documented Raid stage roster entry.

category

Competitive

2 items

Tournament and Global Tournament chase leaderboards and seasonal cosmetics. Weekly brackets and major-update Seasons reset, so exclusive rewards rotate. Use these after you already have a team that can clear under Stage Effects or Infinite pressure.

Tournament

Weekly competitive brackets with no level gate. Climb Solo or Duo leaderboards for Crowns, shop cosmetics, and rotating exclusives.

Category
Competitive
Unlock
-
Rewards
Crowns for the Tournament Shop, profile cosmetics such as Unit Indicator Colors, and rotating exclusive units or skins tied to the current reset
Players
Solo or Duo brackets
Best for
Seasonal competitive grind for Crowns and exclusives. Complements Story farming rather than replacing it.
Status
Current
Access
Lobby Play UI, Competitive section.
Objective
Clear rotating Tournament stages under Stage Effects and score for bracket leaderboard placement using conditions such as damage dealt or enemies killed.
Special rules
Resets weekly. Leaderboard standings wipe and players are reassigned into random brackets. Traits are disabled in Tournament matches according to beginner guides, so play skill matters more than trait luck. Exact exclusive rewards change each reset.

Global Tournament

Competitive Infinite-wave ladder with no level gate. Each map tracks highest wave reached across a major-update Season.

Category
Competitive
Unlock
-
Rewards
Seasonal accessories, titles, and skins that rotate each major-update Season
Players
Up to 4 players; the team shares one leaderboard slot
Best for
Long competitive push for seasonal cosmetics and Infinite records after you have a strong Infinite team.
Status
Current
Access
Lobby Play UI, Competitive section.
Objective
Push any map's Infinite Mode for the highest wave score. Each map has its own active Global Tournament leaderboard.
Special rules
Seasons run on a per-major-update cycle. Score is based on highest wave reached, not weekly Tournament bracket points. Season reward sets change; do not treat one Season's exclusives as permanent.
NameDescriptionCategoryUnlockRewardsPlayersBest forStatusAccessObjectiveSpecial rules
TournamentWeekly competitive brackets with no level gate. Climb Solo or Duo leaderboards for Crowns, shop cosmetics, and rotating exclusives.Competitive-Crowns for the Tournament Shop, profile cosmetics such as Unit Indicator Colors, and rotating exclusive units or skins tied to the current resetSolo or Duo bracketsSeasonal competitive grind for Crowns and exclusives. Complements Story farming rather than replacing it.CurrentLobby Play UI, Competitive section.Clear rotating Tournament stages under Stage Effects and score for bracket leaderboard placement using conditions such as damage dealt or enemies killed.Resets weekly. Leaderboard standings wipe and players are reassigned into random brackets. Traits are disabled in Tournament matches according to beginner guides, so play skill matters more than trait luck. Exact exclusive rewards change each reset.
Global TournamentCompetitive Infinite-wave ladder with no level gate. Each map tracks highest wave reached across a major-update Season.Competitive-Seasonal accessories, titles, and skins that rotate each major-update SeasonUp to 4 players; the team shares one leaderboard slotLong competitive push for seasonal cosmetics and Infinite records after you have a strong Infinite team.CurrentLobby Play UI, Competitive section.Push any map's Infinite Mode for the highest wave score. Each map has its own active Global Tournament leaderboard.Seasons run on a per-major-update cycle. Score is based on highest wave reached, not weekly Tournament bracket points. Season reward sets change; do not treat one Season's exclusives as permanent.

category

Other

1 items

Sandbox is testing only. Configure Yen, waves, units, enemies, modifiers, and maps from the Controls panel. It does not farm progression rewards.

Sandbox

Testing-only Play UI mode. Freely configure Yen, waves, units, enemies, modifiers, and maps with no progression farm.

Category
Other
Unlock
Play UI
Rewards
None. Sandbox is for testing, not account progression rewards.
Players
-
Best for
Practice and theory-crafting tool. Use it to learn kits and modifiers before spending time in Story, Challenge, Raid, or competitive modes.
Status
Current
Access
Lobby Play UI, Other section.
Objective
Open Sandbox, pick a map, and use the Controls panel to test unit kits, enemy interactions, and stage conditions outside normal clears.
Special rules
Controls cover Game, Units, Enemies, Modifiers, and Maps. Base stocks reaching zero do not end the match. Manually spawned enemy HP is hardcapped at 99.9M while naturally spawned enemies can scale higher.
NameDescriptionCategoryUnlockRewardsPlayersBest forStatusAccessObjectiveSpecial rules
SandboxTesting-only Play UI mode. Freely configure Yen, waves, units, enemies, modifiers, and maps with no progression farm.OtherPlay UINone. Sandbox is for testing, not account progression rewards.-Practice and theory-crafting tool. Use it to learn kits and modifiers before spending time in Story, Challenge, Raid, or competitive modes.CurrentLobby Play UI, Other section.Open Sandbox, pick a map, and use the Controls panel to test unit kits, enemy interactions, and stage conditions outside normal clears.Controls cover Game, Units, Enemies, Modifiers, and Maps. Base stocks reaching zero do not end the match. Manually spawned enemy HP is hardcapped at 99.9M while naturally spawned enemies can scale higher.

Start in Story. There is no level gate, and clearing Acts is what opens maps, materials, and the rest of the ladder. Hard Mode, Mastery, and Infinite are not separate Play UI entries. They live on each Story stage once you are ready for a second clear set, a consolidated Mastery act, or endless waves.

Challenges sit beside Story with no unlock either. Use Regular slots when you want a quick material pull every 30 minutes, then save Daily and Weekly for bigger Trait Crystal, Sprite, lock, and reroll bundles. Reward tables can drift, so treat Challenge payouts as reward types, not forever-fixed counts.

Hit Player Level 20 for Expeditions. That mode is payload defense plus a dedicated Hub: you escort the cart through chosen nodes, then spend Fuel Cells, Expedition Coins, and map resources on buildings like Gold Mine, Armory, and Research Lab. It is the long grind for gear materials after Story stops being the bottleneck.

Raid opens around Player Level 25 (guide consensus). Expect three-stage maps, Raid Tokens, map shops, totems, and exclusive equipment or unit chances. Totems bought for that Raid stack permanent damage there, so early Token spend often goes into the totem path before cosmetics.

Progressive vs Competitive

NeedModeWhy
Maps, Gems, Trait RerollsStoryFirst clears, Star Missions, Mastery/Infinite depth
Trait Crystals / locks on a timerChallengeRegular, Daily, Weekly cadences
Hub buildings and forge materialsExpeditionsLevel 20 payload runs + Expedition Hub
Raid Tokens and exclusivesRaidLevel 25 endgame shops and totems
Crowns and weekly exclusivesTournamentSolo/Duo brackets; traits disabled per beginner guides
Season skins and Infinite recordsGlobal TournamentPer-map highest wave across a major-update Season
Practice onlySandboxControls for units, enemies, modifiers, maps

Tournament resets weekly and reassigns brackets. Global Tournament tracks Infinite wave scores per map across a longer Season and pays accessories, titles, and skins that rotate. Neither replaces Story farming; they sit on top once your team can compete.

Sandbox is for learning kits and Stage Effects before you burn Challenge timers or Raid attempts. Base stocks hitting zero do not end the match there, so you can poke systems without a fail condition eating the run.

Common mistakes

  • Treating Hard, Infinite, or Mastery as their own lobby modes instead of Story stage options.
  • Skipping Challenges while grinding Story only, then wondering why Trait Crystal and lock stock stays thin.
  • Opening Expeditions or Raid underleveled and blaming the mode instead of the Level 20 / 25 gate.
  • Spending Tournament time for account progression rewards; Crowns and exclusives are the point, not your main Gem loop.
  • Expecting Sandbox to drop progression loot.

FAQ

Q.

What gamemode should I play first in Anime Expeditions?

Start with Story. There is no level gate, and Act clears unlock maps and resources you need for everything else. Layer Challenges early for Trait Crystals and locks, then unlock Expeditions at Level 20 and Raid at Level 25.

Q.

Are Hard Mode, Infinite, and Mastery separate gamemodes?

No. They are Story stage options on each map. Hard adds a second first-clear reward set, Mastery consolidates the map pool on Hard with material or exclusive equipment chances, and Infinite is endless waves with uncapped HP scaling.

Q.

When do Expeditions and Raid unlock?

Expeditions unlocks at Player Level 20 (Play UI or the Expedition portal). Raid unlocks at Player Level 25 based on guide consensus. Story, Challenge, Tournament, and Global Tournament have no level gate.

Q.

What is the difference between Tournament and Global Tournament?

Tournament is weekly Solo or Duo brackets scored on stage conditions like damage or kills, paying Crowns and rotating exclusives. Global Tournament tracks highest Infinite wave per map across a major-update Season and pays seasonal accessories, titles, and skins.

Q.

Are traits disabled in Tournament?

Beginner guides say traits are disabled in Tournament matches, so skill and team construction matter more than trait luck. Confirm in the live lobby if a patch changes that rule.

Q.

Does Sandbox give rewards?

No. Sandbox is for testing units, enemies, modifiers, and maps. Use it to learn kits before spending Challenge timers or Raid attempts. Progression farms stay in Progressive and Competitive modes.

Q.

How do Challenge Regular, Daily, and Weekly slots work?

Regular Challenges offer three choices but only one clear every 30 minutes. Daily resets every 24 hours. Weekly resets every 7 days. Exact bundles can change; expect Trait Crystals, Sprites, Gems, locks, rerolls, and EXP as reward types.

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